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Author Topic: N1K1 Family from 4.13 tweaked by WxTech  (Read 2941 times)

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WxTech

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N1K1 Family from 4.13 tweaked by WxTech
« on: December 21, 2023, 11:43:08 AM »

This is my re-working of the N1K1-J, Ja and Jb, as offered by Epervier back in 2015, in this topic:

https://www.sas1946.com/main/index.php?topic=46670.0

Other than my preferred rotating prop texture, all work done is on the cockpit. This package completely replaces Epervier's older one.







Get it here:

https://www.mediafire.com/file/zhcacg2z03d937p/%25210_N1K1_family_WxTech.7z/file

From the included readme file:

WxTech's adjustments and fixes for the N1K1-J cockpit (plane made first available by DT in game version 4.13.)


With many thanks to Epervier for making this fine plane available for we who are not wedded to the official DT path! I include his original readme file for installation, with my additions, named "_readme_FIRST_Epervier". This will be necessary to read if you are installing this plane for the first time.


This plane was extracted and offered, with classfiles created for 4.09 and 4.10, by Epervier back in 2015 in this topic:

https://www.sas1946.com/main/index.php?topic=46670.0


If you already have this plane in your Mods folder, its name will include text something like "06__N1K1_Family_for409-410". You can delete it, as this version fully replaces it.

In this present offering of mine, I include the COMPLETE contents, for simplicity; it fully replaces Epervier's release.

I include also my tweaked cockpit classfiles, suitable for 4.12 and later due to having the new 6dof limits code added. These three cockpit classfiles are archived in their own folder, "_code_412_" (along with the four plane classes):

CockpitN1K1J.class
------------------
  242F4C48D478ACF4
  B27B66B65BE3B5A2
  D425F76A997FA2C4

For the plane classes, of which there are four, the 4.10 versions are OK for 4.12 and B.A.T., which are the ones present in the "_code_412_" folder.

The classfiles present in this mod's parent folder upon installation are appropriate for 4.12 and B.A.T. If this applies to you, install and immediately fly.

If you fly 4.10 or 4.11, copy all the classfiles in folder "_code_410_" and paste them into the mod's parent folder.

If you fly 4.09, copy all the classfiles in folder "_code_409_" and paste them into the mod's parent folder.


The cockpit changes:
--------------------

- (4.12 and later ONLY, in cockpit class) For the compass (which is magnetic), added a sluggish response, as well as limits to rotation imposed by steep bank and pitch angles.

- (4.12 and later ONLY, in cockpit class) Added 6dof limits code. I increased the range of movement in the up-down direction. This necessitated a reduction in the L-R range so as to keep the viewpoint from intersecting the upper canopy sides when the viewpoint is high up, where the tapering reduces the width.

- (4.12 and later ONLY, in cockpit class) Relocated the three night lamp emitter positions (Lamp1 illuminates the throttle quad, Lamp2 the lower left panel and Lamp3 the lower right panel). Originally they were too close to the surfaces intended to illuminate, resulting in odd lighting and flicker. I pulled the positions farther back from the surfaces, and adjusted the intensity to suit, which is superior in every respect.

- Replaced the gun sight with mine, which has a better reflector plate and sun shade, adds some missing polys, fixes bad surface normals, and adds a dynamic reflection of the collimating lens.

- Replaced the reticle with one of better resolution and a different appearance.

- Replaced the reticle mask with a properly sized, circular one.

- For the perspex (glass), tweaked the texture and reversed the surface normals. This makes the shmutz more prominent when on the Sun-facing side, to represent the more effecient forward scattering.

- For the artificial horizon, replaced the bank angle caret with a properly correct 5-sided indicator. Slightly widened the horizon bar. Added new shading to the (blue) drum.

- Repainted the compass card for better legibility.

- For the instruments, altered their .mat file parameters so as to yield less jagged edges. Repainted the bezels to get rid of the incorrect 'double ring' representation.

- Repainted all undamaged instrument night textures (green glow); the damaged versions are left as before.

- For the three instrument panel openings (compass, artificial horizon and pitch angle indicator), replaced the interior compartment texture with one that is dead black, to be rid of the silly lighting up of the interior when flying roughly toward the Sun.

- Made the instrument panel texture larger and re-painted it.

- Made the floor and foot rest textures larger and re-painted them.

- A number of other textures having bare metal parts have had the metal bits boosted in contrast, to look a bit more shiny.

- Other minor texture tweaks here and there.

- Two rivets at the peak of the forward canopy arch were 2mm too low (becomes apparent with my expanded 6dof limits); they've been put back in place.

- Added a third view hook in Body.msh, CAMERAUP, which is activated by the "Raise Seat" command when the canopy is opened. I have placed the hook just outside the canopy edge on the starboard side; this facilitates taxying. This and the other two hooks can of course be adjusted to taste by the player.


The Plane change:
-----------------

Originally Epervier included a PA Jeronimo version of the rotating prop texture, "4bladedshiden.tga". This has clear gaps between each of the four heavily blurred blades, the gaps being narrower than the blades. I find the resulting strobing effect to be very annoying, and so I altered the texture's alpha channel so as to result in a continuous disk, with highly blurred blades which provide a much subtler difference in transparency.

In the folder 3do\Plane\textures\ are two folders, each containing one or the other texture. The one in folder "rotating prop texture continuous" is alrady present in its parent folder. If you want to use the other texture (with clear gaps between blurred blades), copy the texture in folder "rotating prop texture gaps" and paste it into the parent folder, "textures".



WxTech
Dec 21, 2023
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Epervier

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #1 on: December 21, 2023, 11:53:31 AM »

Thanks for these changes!  ;)
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rkalhorn109

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #2 on: December 21, 2023, 12:59:12 PM »

Outstanding!
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gunny0134

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  • no skill just simple, but seek the best beauty !!
Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #3 on: December 21, 2023, 07:05:39 PM »

I'm always thankful, master Glenn !!




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cgagan

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #4 on: December 22, 2023, 09:22:31 AM »

Looks impressive, many thanks for creating and sharing,  8)!
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Piotrek1

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #5 on: December 22, 2023, 11:15:06 AM »

Excellent 8), Thank you very much!
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Peter Lynn

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #6 on: December 22, 2023, 07:02:48 PM »

Many thanks, Wx. :)
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RABIZO

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #7 on: December 31, 2023, 07:49:00 AM »

I'll use "Glenn" right away.
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Frankiek

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #8 on: January 01, 2024, 04:26:45 AM »

nice cockpit as usual thank you
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WxTech

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #9 on: January 01, 2024, 04:50:25 AM »

Thanks for the compliments, fellas! But my changes, in the larger scheme, are merely superficial. The base model is already very good. I just added a little polish.
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RABIZO

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #10 on: January 01, 2024, 07:42:01 AM »

Thank you “Glenn”.
The previous "N1K1-Jb" had a cockpit like this.
Documents that allow you to move your perspective are mysterious and I couldn't fix them.

The new "N1K1 Family from 4.13 tweaked by WxTech" now looks like this.


The "wood grain" you see when you look back during the game. .. ..

 I was curious about it, so I did a little tweaking.

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WxTech

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Re: N1K1 Family from 4.13 tweaked by WxTech
« Reply #11 on: January 01, 2024, 08:03:24 AM »

I assume the headrest in this plane was an an actual piece of wood. But this was already represented as such here, and I didn't change anything with that.


As to relocating your point of view, from the cockpit folder open Body.msh with any text editor. You will see this:

[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
CAMERAUP <BASE>  //NEW

[HookLoc]
//0 1 0   0 0 1   1 0 0   0.0 -0.55 0.9016  //L B U
//0 1 0   0 0 1   1 0 0   0.0 -0.7 0.9016
//0 1 0   0 0 1   1 0 0   -0.3 -0.55 0.97

0 1 0   0 0 1   1 0 0   0.0 -0.55 0.9016  //L B U
0 1 0   0 0 1   1 0 0   0.0 -0.7 0.9016
0 1 0   0 0 1   1 0 0   -0.25 -0.55 0.97

From top to bottom, the hooks are for the 'normal' cockpit view, the gun sight view, and the new 'taxying' view.

For each of the three view hooks there is a line of data. I have disabled the older/original lines with "//" characters, making them not readable by the game. My replacements follow.

Ignore the first 9 digits on each line; they define the transformation matrix (for rotating and/or scaling). The last 3 numbers of the 12 locate the view hook with respect to the model's Z, Y and Z axes, as measured in meters. I supply a hint as to the direction of movement when the number is increased in value. The "L B U" means that the numbers, in the same order, locate the view hook in the Left, Back and Up directions when increased in value. Decreasing the value moves the hook in the opposite direction.

I have added the third view hook, CAMERAUP, which was not formerly present. All planes having an openable canopy will support this view hook. In the game, open the canopy, then hit the "Seat Raise" key to move to this viewpoint. I have placed it on the right side of the cockpit, the intention being to make taxying easier. If you wish, you could move it to the left side by altering the "-0.25" to "0.25"; increasing the value moves the hook to the left side.
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